Does they use encryption methods? If so, what is the encryption method that's commonly used in popular games especially First-Person Shooter games?
Edited by Medo3337, 27 November 2012 - 10:58 AM.
Posted 27 November 2012 - 10:49 AM
Edited by Medo3337, 27 November 2012 - 10:58 AM.
Posted 29 November 2012 - 06:24 PM
Posted 29 November 2012 - 06:29 PM
Regular .zip or .7z files, with the file extension renamed. Really.If so, what is the encryption method that's commonly used in popular games especially First-Person Shooter games?
Edited by Hodgman, 29 November 2012 - 06:31 PM.
Posted 29 November 2012 - 06:29 PM
Edited by TheChubu, 29 November 2012 - 06:30 PM.
My journal: Making a Terrain Generator
Posted 29 November 2012 - 06:34 PM
Posted 29 November 2012 - 08:05 PM
Besides, if the encryption method was common, it would defeat the purpose of encryption. If you (think you) need it, make it yourself. Using one that is already well understood and cracked won’t be of much help.
L. Spiro
Posted 30 November 2012 - 05:41 AM
Remember that you only need to decrypt one single mission data to render the mission world, some encryption methods are fast especially because you are dealing with memory and not storage device.Have in mind that videogames can use gigabytes and gigabytes of content.
Posted 30 November 2012 - 07:50 AM
That's not possible. Encryption, when done right with the appropriate algorithms, is considerably faster than disk I/O, it cannot be a bottleneck (RC4 on an average processor can reach 600MB/s, that's on a single core). The main reason it's not done is that it's useless. By definition, any data that is going to be used by the program must be decrypted somehow, leaving it free to be read by anyone skilled enough to do so, no matter how many security checks you put in your code. Simply not encrypting, and renaming the compressed file, is enough to throw off near 100% of those who would steal the assets, at which point it's no longer cost-effective to work towards improving asset security.Have in mind that videogames can use gigabytes and gigabytes of content. Decrypting it on the fly while running the game would take too much time and processing power to actually have a playable game running besides the whole decryption proccess (that or awfully long loading screens).
(im talking about actual encryption of the data, not just compression)
Unfortunately this will do nothing. Anyone smart enough to do so will simply remove the integrity check from the binary, and there goes your clever scheme.For protecting your application, you could sign it by the Authenticode certificate.
Such application would check data's integrity.
Posted 01 December 2012 - 12:06 AM